1257 
/ 1 






Helps f or^ 
Skat Players 






FJLORENCE 
LI ND ER 
M c C O L I. 




Class CxV 1^5 7 
Book__.JA^_ 



HELPS FOR SKAT 
PUPILS 



FLOBENCE LINDER McCOLL 




New York 

WILLIAM R. JENKINS CO. 

PUBLISHERS 

851-853 Sixth Avenue 



All Bights Reserved 









1. 



LIBHARVofCONliltESS 
IwoCODiw H«c«tvix; 

JUN 4 ie08 

I >30PY B, 



Copyright, 1906, 1908 
By Florence Linder McOoll 



printed by the 

Press of William R. Jenkins Co. 

New York 



PEEFACE 



When the first edition of this little book was 
published it was intended solely for use in my 
classes, but its simplicity and convenience for 
reference have appealed "to Skat players at large 
and the demand for it has warranted the second 
edition, which is now offered with added subject 
matter of interest, keeping the original spacing and 
arrangement of games. 

Florence Linder McColl. 



CONTENTS 



Simple Rules or Laws li 

Unit Value of Games and Counting Value of Cards G 

Description of Games 7 

Position at the Table and How to Bid 8 

Bidding 9 

Matadores and Multipliers — Value of the Hand 10 

General Rules for Play 11 

Tourne 13 

Solo 13 

Grand Solo 14 

Grand Guckscr 15 

Grand Tourne 16 

Grand Ouvert 17 

NuUo 18 

Nullo Guckser — Null Ouvert — Revolution 19 

Ramsch 20 

Advice 21 

Scoring 22 



Simple rules or laws 

CUTTING 

Ace is high in cutting, but low deals. 

Cards must be cut by the player to the right of the dealer. 

Cut always toward the dealer. 

SHUFFLING- 

Before each deal the cards should be shuffled at least three 
times without exposing a card. 

DEAL 

It is customary for the player at the left of the score- 
keeper to take the first deal and the deal passes in order to 
the left. 

32 cards only are used; all below the 7 being deleted, and 
they are dealt as follows: 3 to each player— 2 on the table, 
face down (the Skat); then 4, then 3. 

Each deal represents a game, but there must be as many 
deals as there are players to complete a round. 

If a card is faced there must be a new deal. 

When there are four players the dealer takes no cards. 

Dealer is fined 10 points for misdeal, but does not lose his 
deal. 

No trick but the one last turned and quitted can be seen, 
and that only before a card for the next trick is led. 

A player who examines any but the last trick taken, or 
counts the points therein, loses the game announced. 

Revoke loses game. 

Leading or playing out of turn loses game. 

Tricks must be kept separated. 



UNIT VALUE OF GAMES 



Frage or Simple in Diamonds 1 

" '' Hearts ... 2 

" " Spades ... 3 

^' Clubs 4 

Tourn6 in Diamonds 5 

" Hearts... 6 

" Spades ... 7 

Clubs 8 

Solo in Diamonds 9 

"■ Hearts ... 10 

" Spades... 11 

" Clubs.... 1:2 

Pass't Nicht Tourne . . .Loses double 



Grand Tourne 12 

Solo 16 

" Guckser Won 13 

Lo°t 24 

Ouvert 24 



" 1 player taking no tricks 30 
" 2 players " " 50 

Nullo 20 

" Guckser Won 16 

Lost 32 

" Ouvert 40 

Revoluiion 60 



There are three kinds of games: First — Where both suits 
and Jacks are trumps. Frage, Tourne and Solo. Second — 
Where Jacks alone are trumps. Grands and Ramsch. 
Third— Where there are no trumps. Nullos. 

In all games but Nullos Jacks are the four best trumps, 
and rank as follows: Jack of Clubs, Jack of Spades, Jack 
of Hearts, Jack of Diamonds. Remaining cards in trump 
and plain suits rank: A., 10, K., Q., 9, 8, 7. 

In Ftage, Tourne and Solo, Jacks and a suit are trumps, 
making eleven trumps, and seven cards in each plain suit. 

In Grrands and Ramsch Jacks only are trumps, and there 
are seven cards in each suit. 

In Nullos there are no trumps, Jacks lose their value and 
cards rank A., K., Q., J., 10, 9, 8, 7, making eight cards in 
each suit. 



COUNTING VALUE OF CARDS 



4 Aces, each 11 44 

4 Tens, each 10 40 

4 Kings, each 4 16 

4 Queens, each 3 12 

4 Jacks, each 3 8 



Total. 



To win game 61 points must be made 
The Player loses in case of a tie 



120 Points— not tricks— count for game 
6 



tHE dAJVIES 

I— FRAGE, TOURNE AND SOLO 

Jacks and suits are trumps, and game values are increased 
by multipliers. 

Frage— The Player takes up the Skat, and announces the 
trump. 

Tourne — The Player turns up one of the Skat cards, the 
suit of which becomes trump. 

Solo— The Player declares the trump from his hand and 
plays without the Skat. 

Pass't Nicht Tourne— A Tourne in which the card turned 
does hot suit the Player; he then looks at the other, which 
must be the trump. 

2— GRANDS AND RAMSCH 

Jacks only are trumps, and each game has a unit value, 
increased in Grands, by multipliers. 

Grand Tourne— The Player bids for Tourne, but turning a 
Jack may announce Grand. 

Grand Solo— The Player announces Grand and plays with- 
out the Skat. 

Grand Guckser— The Player plays Grand with the help of 
the Skat. 

Grand Ouvert— The Player plays with hand exposed, and 
mnst take every trick. 

Ramsch is played when no one bids; Player taking most 
points loses. 

3— NULLOS 

Game has fixed value— no trumps, no multipliers. The 
Player must not take a trick. 

Guckser Nullo— The Player has the help of the Skat. 

Nullo — The Player does not have the help of the Skat. 

Nullo Ouvert— The Player plays without the Skat, and v\^ith 
hand exposed. 

Revolution— The Player plays without the Skat, and with 
hand exposed, and opponents may consult as to play. 

7 



POSITION AT TABLE 



Dealer 

Forehand or eldest-hand (Vorhand) is left of the Dealer 
and always has the first lead. 

Middlehand (Mittelhand) is on the left of Forehand, and has 
the first bid. 

Backhand (Hinterhand) is on the left of Middlehand. 

When three play, Dealer is Backhand. 

When four play, Dealer takes no cards; he is *'im Skat" and 
shares the fortunes of the opponents. 



HOW TO BID 

Middlehand has the first say and bids to Forehand, who 
must say "yes" (meaning he has as good a hand), if he has 
a game of equal value, it being his privilege to retain the 
bid— 

If Middlehand does not wish to bid or if Forehand refuses 
to let him have the game at his highest offer, then Back- 
hand can bid to Forehand, but must raise the bid— 

If Forehand says "no" to Middlehand (meaning that he has 
not as good a game as he is offered), then Backhand can bid 
to Middlehand, but must raise the bid, Middlehand now hav- 
ing the privilege of retaining the bid— 

If neither Middle nor Backhand bid, or if their bids are 
refused by Forehand, he may name the game; if he has no 
game to offer, Ramsch must be plfiyed. 

The successful bidder announces the game and is called 
"The Player," the others combine against him. 

8 



BIDDING 

Bid Tourne with: 2 Jacks and 2 Aces and a third suit pro- 
tected; with 3 Jaclis and I Ace; with 1 Jacli and 3 Aces; with 
1 Jack and 3 good suits and void of fourth suit. 



Bid Solo with: 5 trumps and 3 outside tricks; with 6 
trumps and 2 outside tricks; with T trumps and 1 outside 
trick. *0r if the hand counts up to eight, counting each 
trump and each outside Ace and guarded ten as one. Do not 
bid Solo with 7 trumps and no outside tricks. 



Bid Grand with: 4 Jacks and a long suit; with 3 Jacks 
and an established suit; with Jack of Clubs, Jack of Spades, 
and 5 sure tricks in two suits; when Forehand with 
2 Jacks and 2 suits, or 1 Jack and 3 suits; when Mid- 
dlehand with 2 Jacks and 3 suits, or 1 Jack and 4 suits. 

With no Jacks, the Player should have: 4 Aces and 3 
tens; or 3 Aces and 4 tens. 



Bid Guckser Grand when you have dangerous cards to lay 
away. 

Do not bid with 4 Jacks and no outside protection. 

Bid Grand Ouvert with: 4 Jacks and Ace and 5 small 
cards; with 4 Jacks and 4 Aces and 2 tens. 

When Forehand with— Jack of Clubs, Jack of Spades and 
an established suit; with Jack of Clubs, Jack of Hearts, 
Jack of Diamonds, and an established suit. 



Bid Nullo with: A weak hand with low cards. 
Do not bid without the seven of your long suit. 



Bid Nullo Ouvert with: A hand so weak that it can be 
played with cards exposed. 



When the Player takes up the Skat cards he must discard 
or "lay away" two cards in their place. 



*'By permission of Mr. R. F, Foster. 
9 



MATADORES AND MULTIPLIERS 
VALUE OF THE HAND 

Matadores— A sequence o trump cards beg^inning with the 
Jack of Clubs, and ending when the sequence is broken. 
Schneider— Making 91 points. 
Schwarz— Taking all tricks. 



To find full value of the hand multiply the unit value of 
the game by: 1 for game; 2 for game with Schneider; 3 for 
game with Schneider announced; 3 for game w^ith Schwarz; 
4 for game with Schwarz after announcing Schneider; 5 for 
game with Schwarz announced, and 1 for each Matadore that 
the Player is *'with" or "without." 

Pass't Nicht Tourne, Guckser Grand, and Guckser Nullo 
lose double, and with them Schneider and Schwarz cannot 
be announced. 

ADVICE FOR BIDDING 

Examine the hand and decide on its bidding value. 

Kemember that points, not tricks, count for game. 

Remember that though Jacks have the highest trick taking 
value, they count but tw^o toward game. 

With suits of equal length, make trump the one with the 
weaker cards, relying on the stronger suit for outside tricks. 

Try and infer what game is being bid for against you. 

Do not overbid your hand. 



10 



GENERAL RULES 



FOR THE PLAYER 

Lead trumps, then long suit. With 1 Jack, Ace, ten and 
two small cards, lead low. With two Jacks, Ace, ten and two 
small cards, lead Jacks, then low. With Jack of Clubs, or 
Jack of Spades, and small cards only, lead low. With two 
or more Jacks of equal value, under-lead. 

Plain Suit Leads— With an established suit, lead it. With 
a long Ace, King suit, lead the Ace. With a short Ace, King 
suit, lead low. With ten. King only, lead a ten. 

When Third Hand discard losing cards, if the tricks are 
worthless, but trump if you want the lead. 

FOR OPPONENTS 

Watch the fall of the cards. 

Lead long suit through the Player, and short suit to the 
Player. 

Get the Player in the middle. 

If the Player does not lead trumps, lead them through 
him. 

Play the highest card of the suit, no matter how low, on 
partner's trick and the lowest on the Player's. 

Holding both Ace and ten of a suit, discard the Ace on 
partner's trick. 

Keep a guarded ten, rather than an Ace, at the last. 

Protect the suit your partner discards. 

With Ace, King and two small cards, when the Player is 
in the middle, lead the King. 

When partner leads short to the Player, overtake his trick 
and return the suit. 

Lead a singleton ten to the Player. 

In Solos, lead Aces and change suits. 

In Grands, lead always the long suit. 

In Nullos, lead singleton or short suits. 

11 



TOURNE 

Toiirne (to tnrii) — The Player turns one of the Skat cards, 
the suit of which becomes trump, adds the other card to his 
hand, and lays away two cards. 

Jacks and a suit are trumps, game values are increased by 
multipliers, Schneider and Schwarz cannot be announced. 

POSITION 

Forehand is the best position. 

Unit Value of the game: Diamonds, 5; Hearts, 6; Spades, 
7; Clubs, 8. 

Value of the lowest bid is ten. 

There are eleven trumps and seven cards in each plain 
suit. 

Cards rank Ace, ten. King, Queen, nine, eight and seven. 

BIDDING 

Bid for Tourne with: 2 Jacks and 2 Aces and a third suit 
protected; 3 Jacks and 1 Ace; 1 Jack and 3 Aces; 1 Jack and 
3 good suits and void of fourth suit. 

RULES FOR THE PLAYER 

Lay away high trumps when in danger, or high cards of 
plain suits, such as singleton tens, or from long Ace, ten 
suits. 

With ten and a small card in one suit, and a singleton in 
another, lay away the ten and singleton. 

Lay iiway to strengthen a long suit, an'd rid the hand of 
one suit. 

When in the middle or backhand position, the first object 
is to obtain the lead. 

LEADS FOR THE PLAYER 

If strong in trumps, lead best trump, then small. 

If too weak to lead trumps, lead Aces, preferably, Ace, tea 
suits. 

OPPONENTS' PLAYS 

Try to get the Plaj'^er in the middle. 

Avoid Ace leads because the Player has laid away any 
unprotected tens. 

Lead a small card of your long suit through the Player. 

Lead a short suit to the Player, 

Lead preferably from suits which contain neither Ace nor 
ten. 

If holding the lowest Jack and a small trump, play the 
Jack on the first round to give your partner information. 
PASS'T NICHT TOURNE 

A Tourne in which the Player is not suited with the first 
card he turns, he then faces the other, which must be the 
trump. Play as Tourne. 

12 



SOLO 

Solo (alone). The Player announces a trump and plays 
without the assistance of the Skat, though the points con- 
tained therein count for him at the end of the game. Jacks 
and a suit are trumps, game values are increased by multi- 
pliers; Schneider and Schwarz can be announced. 

POSITION 

Forehand is the best, if strong in trumps. 

Backhand is best, if with long weak trumps and short suits. 

UNIT VALUES OF THE GAME 

Diamonds, 9; Hearts, 10; Spades, 11 ; Clubs, 13. 

Value of the lowest bid is eighteen. 

There are eleven trumps, and seven cards in each plain suit. 

Cards rank: Ace, ten, King, Queen, nine, eight and seven. 

BIDDING 

Bid Solo with: 5 trumps and 3 outside tricks; 6 trumps 
and 2 outside tricks; 7 trumps and 1 outside trick. * Or if 
the hand counts up to eight, counting each trump, and each 
outside Ace and guarded ten as one. 

A 7 counting Solo is generally safe for forehand and back- 
hand when holding a good three-card suit to establish. 

Do not bid with 7 timmps and no outside tricks. 

LEADS FOR THE PLAYER 

Always lead trumps. 

With all four Jacks, lead Jack of Clubs, then under-lead; 
with three best Jacks, under-lead; with three Jacks, without 
the Jack of Clubs, lead until it falls; with .Tack of Clubs and 
Jack of Spades, lead Jack of Spades; with Jack of Spades 
and Jack of Diamonds, lead Jack of Diamonds; with Jack 
of Spades and Jack of Hearts, lead Jack of Hearts; with 
Jack of Hearts and Jack of Diamonds, lead a Jack only 
when you have the Ace and ten also; with but 1 Jack, not the 
Jack of Clubs, lead a low trump. 

OPPONENTS' PLAY 

Lead* Aces and change suits. Get the Player in the middle. 

Play the highest card of the suit on partner's trick and the 
lowest on the Player's. 

With ten, King suits, lead King. Avoid leading from tenaces. 

Play Ace second hand on partner's lead, but keep command of 
the Player's suit. 

Usually cover a Jack with a Jack, but do not play the Jack of 
Clubs second hand on the lowest Jack led. 

With ten and Queen of a suit, cover a King led. 

Discard to get rid of a suit. 

*By kind permission of Mr. R. F. Foster. 
13 



GRAND SOLO 

Grand Solo. The Flayer plays without the help of the 
Skat, though the points contained therein count for him at 
the end of the game. Jacks are the only trumps, the unit 
value of the game is increased by multipliers; Schneider and 
Schwarz can be announced. 

POSITION 

Forehand is the best— Middlehand is the worst Unit 
value of the game, 16. Value of the lowest bid is 32, There 
are four trumps and seven cards in each suit. Cards rank, 
Ace, ten, King, Queen, nine, eight and seven. 

BIDDING 

Bid Grand witli: 4 Jacks and a long suit; 3 Jacks and 
an established suit— Jack of Clubs and Jack of Spades and 
5 sure tricks in two suits. 

Realize the importance of position — when Forehand bid 
with 2 Jacks and 2 suits, or 1 Jack and 3 suits. When Mi'd- 
dlehand bid with 2 Jacks and 3 suits, or 1 Jack and 4 
suits. 

With no Jacks the Player should have 4 Aces and 3 tens, 
or 3 Aces and 4 tens. 

RULES FOR THE PLAYER 

Under-lead the Jacks as in Solo. 

With 4 Jacks, lead long suit; with 3 Jacks, lead a Jack; 
with 2 best Jacks, lead one; with 2 losing Jacks, do not lead 
one unless strong in at least three suits, lead the longest suit 
and try to force the adversaries; with 1 Jack and all four 
suits, lead a Jack; with no Jacks, lead Aces and change from 
suit to suit. 

If a trick in a suit must be lost, lose it at once, before 
the adversaiy's partner can fatten. 

RULES FOR OPPONENTS 

Always lead the long suit, never a singleton. 
Get the Player in the middle. 

Keep command of the Player's suit, do not help him estab- 
lish it. 

14 



GRAND GUCKSER 

Guckser (to look in) — The Player plays Grand with the help 
of the Skat. Jacks are the only trumps; the unit value of 
the game is increased by multipliers, but Schneider and 
Schwarz cannot be announced. 

POSITION 

Forehand is the best, though position is not so important as 
in most cases. 

Unit value of the game: 

If won, 12; if lost, 24. 

Value of the lowest bid is 24. 

There are four trumps and seven cards in each suit. 

Cards rank Ace, ten, King, Queen, nine, eight and seven. 

BIDDING 

Bid Guckser only when you want to lay away cards that 
are in danger. 

When in Middlehand or Backhand position, bid with 2 
Jaclis and 3 Aces; or 3 Jacks and 2 Aces. 

Do not bid with 4 Jacks and no outside protection. 
LAYING AWAY 

Do not lay away from your long suit. 

Lay away high counting cards that are in danger. 

Lay away unguarded tens. 

With ten and a small card of one suit and a singleton of 
another, lay away the ten and the singleton. 

LEAD& FOR THE PLAYER 

Lead Jacks as in Grand Solo, then Ace, ten suits; with 
Ace, ten. King, lead Ace, then King; with Ace and four or 
more small cards, lead the Ace; with Ace and three small 
cards, lead low; with ten, King only, lead ten. 
RULES FOR OPPONE.NTS 

Lead a long suit, never a singleton. 

Lead King from ten. King. 

Keep command of the Player's suit. 

Discard an Ace rather than a guarded ten. 

Discard singletons. 

15 



GRAND TOURNE 

Grand Tourne. The Player bids for Tourne, but turning a 
Jacli may announce Grand. 

If the second card turned in Pass't Nicht Tourne is a Jaclv 
it can also be played a Grand, but loses double. Jacks are 
the only trumps; the unit value of the game is increased by 
multipliers; Schneider and Schwarz cannot be announced. 

POSITION 

Forehand is the best. 

Unit value of game is 12. 

Value of the lowest bid is twenty-four. 

There are four trumps and seven cards in each suit. 

Cards rank Ace, ten, King, Queen, nine, eight and seven. 

BIDDING 

Play Grand Tourne when the suit of the Jack turned is un- 
favorable as a trump and there is a chance to win the game 
as a Grand. 

RULES FOR THE PLAYER 

Lead and play as in Guckser Grand. 

RULES FOR OPPONENTS 

Lead and play as in Guckser Grand. 



16 



GRAND OUVERT 

THE MOST VALUABLE GAME IN SKAT 

Grand Ouvert (open grand). The Player plays with cards 
exposed and must take every trick. Jacks are the only 
trumps; unit value of the game is increased by multipliers; 
the Player announces Schwarz. 

POSITION 

Not important. 

Unit value of the game is 24. 

Value of the lowest bid is 144. 

Value of the highest bid is 216. 

There are four trumps and seven cards in each suit. 

Cards rank Ace, ten, King, Queen, nine, eight and seven. 

BIDDING 

Bid Grand Ouvert with: 

4 Jacks and a six-card suit, headed by the Ace. 
4 Jacks, 4 Aces and two tens. 
When Forehand, wath: 

Jack of Clubs, Jack of Spades and an established suit. 
Jack of Clubs, Jack of Hearts, Jack of Diamonds and an 
established suit. 

RULES FOR THE PLAYER 

The Player must take every trick. 



n 



NULLO 

Nullo (none), The Player must not take a trick. Game has 
a fixed value; there are no trumps, no multipliers. 

POSITION 

Backhand is the best. Forehand is the worst. 

Fixed value of the game, 20. 

Yalue of bid, 20. There are eight cards in each suit. 

Cards rank Ace, King, Queen, Jack, ten, nine, eight, seven. 

BIDDING 

Bid Nullo with a very weak hand with low cards. Do not 
bid without the seven of your long suit or when holding ten 
and eight of a suit, either long or short. 

RULES FOR THE PLAYER 

Lead a singleton eight or nine. 

With the nine and seven only in a suit, lead the nine. 

With the King and seven only in a suit, lead the seven. 

Do not lead a singleton seven. 

Do not lead a long suit ending with nine and seven. 

rk) not lead a six-card suit. 

Discard dangerous cards, or to get rid of a suit. 

RULES FOR OPPONENTS 

Lead singletons or short suits. 
Always return partner's lead, never the Player's. 
Lead the suit your partner discards. 
With three-card suits, lead the middle card, then low. 
With Ace and seven, or King and seven of a suit, lead high, 
then low. 

Do not overtake the Player's original lead of a nine. 
Discard weakness. 



18 



GUCKSER NULLO 

Guckser Nullo. A Nullo where the Plaj^er has the help of 
the Skat. Game has a fixed value. No trumps, no multipliers. 
The riayer must not take a trick. 

POSITION 

Backhand is best. 

Fixed value of the game. Won IG, lost 32. 
Value of bid is sixteen. 
There are eight cards in each suit. 

Cards rank Ace, King, Queen, Jack, ten, nine, eight and 
seven. 

BIDDING 

Bid Guckser Nullo when you have a Nullo hand with one or 
two dangerously high cards that you want to lay away. 

RULES FOR THE PLAYER 

Play as in Nullo. 

RULES FOR OPPONENTS 

Play as in Nullo. 

NULL OUVERT 

Null Ouvert (open). A Nullo so weak that it can be played 
with cards exposed. 
Fixed value of the game is 40, 

REVOLUTION 

A Nullo so v/eak that it can be played with cards exposed, 
and allowing opix>nents to consult as to play. 
Fixed value of the game is GO, 



19 



RAMSCH 

Ramsch is played when no one bids. Tlie player receiving 
the most points loses the game. Jacks are the only trumps. 
There are no multipliers; the game has a fixed value; the Skat 
belongs to the player taking the last trick. 

VALUE OF THE GAME— 20 

If one player takes no trick, 30. If two players take no 
trick, 50. In case of a tie, the player taking the last trick 
loses. There are four trumps, as in Grand, and seven cards in 
each suit. Cards rank Ace, ten, King, Queen, nine, eight and 
seven. 

PLAY OF THE GAME 

Each player is for himself and tries to force points on his 
opponents. 

With losing Jacks, lead one. 

Lead the top of two-card suits. 

Lead the intermediate card from three-card suits. 

Keep the lowest card of your long suit in order to avoid the 
lead. 

If you have to take a trick in a suit, take it before one 
adversary can discard. 

Try to get rid of a suit by discarding. 



20 



ADVICE 

It is more dangerous to bid "without" than "with." 

Do not dmw too close an inference from the lo^ bids of 
poor players, they may hold the high cards which you hope 
to find in the Skat. 

Remember that all Jacks are not Matadores, and do not mis- 
use the word. 

Sacrifice high cards willingly when necessary. 

Learn to count 61. 

Allow no word or expression of yours to influence a play. 

AS THE PLAYER 

Be careful of passing tricks if it leaves the wrong hand in 
the lead. 

Realize the importance of holding the Ace and ten of 
tramps in seven-counting solos. 

AS OPPONENTS 

Keep the Player in the middle. 

When he sits on your left, lead your long suit through him; 
when he is on your right, your short suit to him. 

Play for position in all games where Jacks and suit are 
trumps, leading your "long suit through" and your "short 
suit to." Where Jacks alone are trumps, play always your 
long suit hoping to force one; it is your best defence. 

If you have a poor partner, do not make a worse one by 
unasked=for criticism or advice. 



21 



SCORING 

The following method of scoring and balancing has been 
In general use for many years. 

If the Player wins, he is scored + the value of his game. 
If he loses, he is scored — its value, and subsequent points 
won or lost are added to or deducted from his score, as 
follows:— 



A 


B 


c 


D 


+ 34 


+ 18 


- 48 


+ 40 


+ 4 


— 2 






+ 37 








+ 47 








+ 47 


— 2 


- 48 


+ 40 



EXPLANATION OF SCORE 

A wins first game 4- 24; A loses second game — 20, which 
leaves his score -f 4; B wins third game + 16; O loses fourth 
game — 48; D wins fifth game -|- 40; A wins sixth game + 33, 
which makes him -)- 37; A wins seventh game + 10, which 
makes him -|- 47; B loses eighth game — 18, which makes 
him — 2. Total: A, + 47; B, — 2; C, — 48; D, -f 40. 

METHODS OF BALANCING 



A 


B 


C 


D 


+ 47 


- 2 


- 48 


+ 40 


+ 49 
+ 95 

+ 7 


- 49 
+ 46 

— 42 


- 95 

- 46 

- 88 


- 7 
+ 42 
+ 88 


+ 151 


— 45 


-229 


+ 123 



A 4- 47 to B's — 2 = -f 49 for A; _ 49 for B 

A + 47 to C's _ 48 = + 95 for A; _ 95 for C 

A + 47 to D's -I- 40 — -f 7 for A; _ 7 for D 

B — 2 to A's + 47 z= — 49 for B; + 49 for A 

B — 2 to C's — 48 — + 46 for B; — 46 for C 

B — 2 to D's + 40 = — 42 for B; -f 42 for D 

23 



C — 48 to A's + 47 = 
O — 48 to B's — 2 = 
C — 48 to D's 4- 40 = 



— 95 for C; -f- 95 for A 

— 46 for C; + 46 for B 

— 88 for C; + 88 for D 



D + 40 to A's -f 47 = — 7 for D; -f 7 for A 
D + 40 to B's — 2 = -I- 42 for D; _ 42 for B 
D + 40 to C's — 48 = + 88 for D; _ 88 for C 

Simpl-e method of scoring, showing games won and lost, 
using same figures as in preceding example. 





A 


B 


c 


D 


Deals 


Games 


Points 
Won 


Games 


Points 
•Won 


Games 


Points 


Games 


Points 
Won 


+ 


- 


4- 


- 


+ 


- 


Won 


+ 


- 


1 


1 




24 




















3 




1 








29 






20 






30 


8 








1 




16 














4 






48 






48 




1 








48 


5 




















1 




40 


G 


1 




33 




















7 


1 




10 




















8 




18 




1 








18 






18 


Totals 


3 


1 133 


1 


1 


84 




1 


38 


1 




136 



EXPLANATION OF SCORING 

If Player wins his game, he scores 1 in his + (plus) game 
column, and the value of the game won in point column ; ad- 
versaries scoring nothing on that deal. 

If Player loses, he scores 1 in his — (minus) game column, 
and nothing in his point column;- but the adversaries place 
the value of the game he has lost in their point columns, and 
nothing in their game columns. 

After the desired number of rounds have been played, add 
first the number of each player's games won and games lost, 
and deduct the lesser from the greater, then add each player's 
points. 

First prize for greatest number of games won, after deduct- 
ing those lost. Second prize for greatest number of points 
won. 

23 .. '-■ 



METHOD OF BALANCING 

While balancing is unnecessary, the following- example 
shows that it will give the same result as previous method. 



A 


B 


C 


D 


+ 13b 


+ 84 


+ 38 


+ 1-76 


+ 49 
+ 95 

+ 7 


- 49 
+ 46 
+ 43 


- 95 

- 46 

- 88 


- 7 
+ 43 
+ 88 


+ 151 


- 45 


- 229 


+ 133 



A 4- 133 to B's -f- 84 = + 49 for A; — 49 for B 
A 4- 133 to C's + 38 = -f 95 for A; — 95 for C 
A 4- 133 to D's -}- 126 z= + 7 for A; — 7 for D 

B + 84 to A's -f 133 = — 49 for B; + 49 for A 
B + 84 to C's 4- 38 = + 46 for B; — 46 for C 
B -f- 84 to D's 4- 126 =: — 42 for B; + 42 for D 

C -f 38 to A's 4- 133 = — 95 for C; -f 95 for A 
O 4- 38 to B's + 84 == — 46 for C; + 46 for B 
4- 38 to D's + 126 = — 88 for C; + 88 for D 

D + 126 to A's + 133 = — 7 for D; + 7 for A 
D 4- 126 to B's 4- 184 =: + 42 for D; — 42 for B 
D 4- 126 to C's -f 38 = + 88 for D; — 88 for C 

NOTE 

The game values given in this book are the authentic counts 
in use to-day. A change in the value of Grands is to be pro- 
posed at the next Congress and will doubtless be adopted. 
The New York "enhanced values" are not olHcial or in gen- 
eral use. 

* COMPARATIVE GRAND VALUES 

American 
and German 

Grand Tourne 12 

Guckser AVon 12 

Guckser Lost 24 

Grand Solo 16 

Grand Ouvert 24 



German 


New York 


Proposed 


Variated 


Enhanced 


American 


12 


12 


12 


15 


18 


16 


30 


36 


32 


20 


24 


20 


24 


Omitted 


24 



* By permission of Mr. J. Charles Eichorn, Director of the North 
American Skat League. 

24 



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